| Full Name |
Ciffoe Slowmind |
| Race |
Nagaji 15/T 12/FF13, BAB +0 F+2/R+4/W+2 CMB + CMD 26 rage |
| Classes/Levels |
Mesmerist 1 |
| Gender |
M |
| Size |
M |
| Special Abilities |
Armored Skin, Hyponitic gaze, Consumate liar, Hyponic Stare Painful stare |
| Alignment |
CN |
| Languages |
Nagaji, Common |
| Strength |
10 |
| Dexterity |
14 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
10 |
| Charisma |
18 |
About Ciffoe Slowmind
CIFFOE SLOWMIND
CR 1/2
Male Nagaji Mesmerist 1
None Medium humanoid (reptilian)
Init +2; Senses Low-Light Vision, Perception +7,
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 natural, )
hp 11 (1d8)+3
Fort +2, Ref +4, Will +2, +2 racial saving throw bonus against mind-affecting effects and poison.
OFFENSE
Speed 30 ft.
Melee longspear (two handed) +0 ((two handed) 1d8/x3)
Known Mesmerist Spells (CL 1st, concentration +5):
1st (2/day) - command (DC 15) , murderous command (DC 15)
0th (at will) - detect magic , light , mage hand , prestidigitation (DC 14) STATISTICS
Str 10, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Combat Reflexes
Skills Acrobatics -1, Acrobatics (When Jumping) -5, Bluff +9, Climb -3, Diplomacy +8, Disguise +4, Escape Artist -1, Fly -1, Intimidate +8, Perception +7, Perform (Untrained) +4, Perform (Wind Instruments) +8, Ride -1, Stealth -1, Swim -3, Use Magic Device +9,
Languages Common, Nagaji
SQ Armored Scales, Consummate Liar, Hypnotic Stare, Knacks, Mesmerist Tricks, Painful Stare, Resistant, Serpent's Sense, Shadow Splinter,
Possessions longspear; explorer's outfit; leather armor; mesmerist's kit (-iron pot/10x torches/Entertainers clothing);
SPECIAL ABILITIES
Armored Scales Nagaji have a +1 natural armor bonus because of their scaly flesh.
Blood of Dragons Long ago, your ancestors' blood mixed with that of dragons. Choose one of the following: gain a +1 trait bonus on Perception checks, gain low-light vision, or gain a +2 trait bonus on saving throws against effects that cause sleep or paralysis.
Class Skills
Consummate Liar A mesmerist adds 1 as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Hypnotic Stare (Su) A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a -2 penalty on Will saving throws. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; the creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.
Knacks Mesmerists learn a number of knacks, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and can be used again. Knacks cast using other spell slots, due to metamagic feats, for example, consume spell slots as normal.
Mesmerist Tricks (Su)
A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant 5 of these tricks. He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (110 feet) for the mesmerist to trigger the trick. The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it-but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 14.
The mesmerist knows 1 trick(s). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick's description, a mesmerist can't choose a particular trick more than once.
Mesmerist Tricks Tracker
Painful Stare (Su) When an attack that deals damage hits the target of a mesmerist's hypnotic stare, the mesmerist can cause the target to take 1 additional damage. The mesmerist can use this ability as a free action, and can use it even if it isn't his turn. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists' painful stares in a round.
Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent's Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Shadow Splinter The mesmerist protects the subject against an attack and redirects the harm to someone else. The mesmerist can trigger this trick when the subject takes damage from an attack. The damage the subject takes is reduced by 7 (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker's actual target. This second creature takes an amount of damage equal to the amount by which the attack's damage was reduced. This shadow doesn't require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This trick can't be triggered if there's no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.